TMA - Team Micro Arena

Detailed list of changes/updates/requests for TMA @SC2
  • JackolasJackolas October 2010

    thanks. thats gone help a lot.

    these are kinda the points that will change in the list. if its not between these points than the list is how the progress is. (also the list is not complete with all the fixes :S it now feels like I hardly done anything...)

    my points:

    1) Able to self-kill units
    - should be fixed in next version.

    2) Splash damage or spells will damage allied units down to 1hp
    - can be done. but not planned at the moment. need to add secondary dmg effect to every splash to make this work. so takes to much time. will do later version

    3) Beamed out units will reduce player's points by x% of their points
    - I thought this was not possible atm but blizzcon gave me a couple of ideas. will see if i can implant this as soon as possible.

    4) Beamed out tranporting units will reduce player's points by x%, including units inside OR unload units before beaming out
    - next version units inside the transporter will drop out before the cast starts.

    5) Vultures cannot lay mines all at once, due to auto casting.
    - think i know a fix. if i fix it you will find it in the next version.

    6) Ensnared units move a bit too slow and they should still be able to attack
    - so far i know they are able to attack. will look into this tough

    7) Add a button for emergency observer + a 10 second no spawn penalty
    - its in the next version (also the tier 2 observer)

    8) Are the 2 selector “special” hero combos in the works? They are not available for choice at 100k +.
    - not planned till the current bugs are fixed. but it can be done

    9) I could not choose Tom K. as a hero at any level.
    - fixed in next version

    10) Plague effects shields, which it should not (including on the Nexus)
    - have no idea how to fix this atm.

    11) Plague effect does not show up on the Nexus when you plague it (either one)
    - have fixed by next version. also will be more clear on reaver.

    12) Archon range is too high. They were out ranging vultures. In BW their ranges were 2 and 5, repectively.
    - never understood this problem. its atm 2 and 5 ingame....

    13) Firebat range is too high (same goes for Gui Montag). In BW their range was 2.
    - it is 2 since last update. if i change it to 1 its only melee range. (must warn that the graphic of the attack is bigger than the actual dmg. )

    14) Can't beam out when you have 0 points. In BW you could suicide at 0 points and remain at 0.
    - is fixed in next version

    15) All consuming heros cannot consume when at or close to 250 energy. It just says is “Error”.
    - is fixed in next version

    16) Range on consume needs to be reduced.
    - nobody said to how much

    17) Infested terran cannot attack move ground and blow up, as in BW.
    - fixed in next version

    18) Magic raynor does not autolay mines as you move him around. Also, in BW he would autolay while uploaded in a transporter.
    - next version should be able to let the lay mine ability as autocast (same as scv repair). dunno how I gone so the transporter thingy.

    19) Cannot beam out when in siege mode and while lurkers are burrowed.
    - intentional. say if it needs fixing.

    20) Some broodable units are incorrect: mechanical units are not targetable but should be. The following are the only units that should be excluded: All air units, Probe, Archon, Dark Archon, Reaver, and Spider Mines.
    - mines, probes, reaver, nexus and air units are fixed. have an idea for the dark archon and archon.

    21) On a shield recharge not all functionality happens: (currently only nexus shield is restored) http://www.team-micro-arena.net/zoneh.html#shield
    - fixed in next version

    22) Can consume any biological unit. Should be only zerg units.
    - have an idea for a clumsy an tricky fix. but it is a fix.

    23) Should be same cooldown on stimpack as spellcasters
    - fixed in next version

    24) Disable auto-casting of repair by SCVs
    - fixed in next version

  • TMA-Ipfreely%5B26TMA-Ipfreely[26 October 2010

    Jack, you the man! Don't feel like you've done nothing; you've done so much! Thanks again.

    12) Archon range is too high. They were out ranging vultures. In BW their ranges were 2 and 5, repectively.
    AND
    13) Firebat range is too high (same goes for Gui Montag). In BW their range was 2.
    - it is 2 since last update. if i change it to 1 its only melee range. (must warn that the graphic of the attack is bigger than the actual dmg. )
    >>ok, I just rechecked these and the ranges are more in line with BW. I will marked fixed in the map and we can play on it for a bit.

    16) Range on consume needs to be reduced.
    - nobody said to how much
    >> Range = 2

    19) Cannot beam out when in siege mode and while lurkers are burrowed.
    - intentional. say if it needs fixing.
    >>Leaving it is fine by me, but others should weight in if they want.

  • TMA-EgoKilla%5B39TMA-EgoKilla[39 October 2010

    I think that you should be able to beam out with the lurkers burrowed and tanks sieged because in Broodwar if you sent 1 unit to the ground suicide all your units would suicide no matter where they were, burrowed or sieged.

  • ValnizzasValnizzas October 2010

    Whenever a vulture dies, the three mines it placed goes away with it. So if I had 3 vultures with 9 mines on the field, 3 mines would go away if one died. But in SCI, the mines are supposed to stay at the count of 9 (in this case) I asked you this before but can't you fix that Jackolas?

    Recap: 3 vultures lay 9 mines. 1 vulture dies leaving the vulture count at 2. There is still supposed to be 9 mines but three mines go away leaving the mine count at 6. So no matter how many mines i place (for ex: 30), i'll always end up with 3 or less if i only have 1 vulture. Please fix this so that the mines don't go away 1 vulture at a time but rather when all the vultures die.

  • ValnizzasValnizzas October 2010

    Oh, and should people be allowed to beam out locked units? I couldn't beam out locked units so this leads to unit leaving.

  • %5BDeleted+User%5D[Deleted User] October 2010

    Archons actually have a range of 3, they had the same as the Mutalisk as this was the main unit the Archon was meant to counter.

  • JackolasJackolas October 2010

    the vulter can't be fixed. sorry. can't do anything about it.
    i have only 2 options.
    1) leave the mines even when vultures get destroyed (so mines are permanent)
    2) kill the mines if caster dies (this is happening atm)

    and the beamout of locked units.. will need more peep opinion

    edit:
    also released update of map. waiting for update of file.

  • TMA-VeNoM%5B5TMA-VeNoM[5 October 2010

    and the beamout of locked units.. will need more peep opinion


    Hum...two sided coin for me. On the one hand, lockdown shouldn't just get avoided by beaming out every unit as soon as it got locked. On the other hand the beam out "emergency spell" is kinda perfect to get rid of a forgotten or ignored locked unit. Since there's a penalty on beaming out units, I guess players won't just beam out every unit as soon as it got locked down though, so hum hum. Well...I'd vote on beam out locked units = yes. More opinions welcome.

  • TMA-RoXTMA-RoX October 2010

    Id say no beam out :D but i would suggest something like in TMA (BW), the flag.
    So if you have a locked unit, you have to use the flag, and lose the points then
    .

  • JackolasJackolas October 2010

    i hate the whole flag concept. especially if we already have a beamout skill. it feels useless and double up.
    personal I say let let locked units use beam up. its kinda a horror to see your unit stuck for 40 sec while the enemy destroys your nexus.

  • TMA-EgoKilla%5B39TMA-EgoKilla[39 October 2010

    I dunno I like the whole idea of the flag because it was possible to block somebody from suiciding... Maybe beam out can go faster suicide than flag but costs more that way it will only be used when someone is in dire need.

  • TMA-VeNoM%5B5TMA-VeNoM[5 October 2010

    its kinda a horror to see your unit stuck for 40 sec while the enemy destroys your nexus.

    You name it...that's exactly the problem with the lockdown spell. We had some "manner rules" like killing locked units first before you attack the nexus and stuff, but well...you cannot force any players to stick with those and actually I wouldn't even blame anyone going for the Nexus to finally win an 1 h game. So ye...beam out sounds like the perfect solution to avoid issues like these.

  • TMA-VeNoM%5B5TMA-VeNoM[5 October 2010

    I think we might have to clarify that there's an "emergency observer button" in the spawn menu now. This is - as I understand it - absolutely equal to the flag. The emergceny beam out (in my eyes) is only for single units if they are left or ignored.

  • JackolasJackolas October 2010

    did you know I'm awesome. Reavers can't attack targets on a different cliff levels :P

  • TMA-Ipfreely%5B26TMA-Ipfreely[26 October 2010

    Once again.....Jack you the man!

  • ValnizzasValnizzas October 2010

    TT at the vulture thing but ok... I don't get how starcraft one could do it but not starcraft II... Anyway, just make sure that i dont have to wait 40 seconds on someone leaving my locked gol because at that point, I would rage quit and go play something else XD jk :P

  • JackolasJackolas October 2010

    The beamout is fixed in next version. you can beam out when locked.

    the vulture i might have an idea to fix it. (got creative with checks)

  • JackolasJackolas November 2010

    would request a major update. think most stuff is fixed. even some things i tought could not be fixed.

    oh. point 62 can't be fixed. its something I can't touch.

  • TMA-Ipfreely%5B26TMA-Ipfreely[26 November 2010

    Updated the list, but need to wait on a few of the items till we test in a full game.

  • JackolasJackolas November 2010

    Thanks for the update. love to see all the green boxes
    you also got the new map uploaded on US?

    point 22, 35, 37, 76 and 87 should be fixed
    point 86 can't happen. all players of the team are on the same timer, tested it. if needed can increase time but atm you got 15 gametime sec to spawn before the revealer is removed. the code is solid.

    you guys need to find more bugs because it looks like I'm about to finish the complete list :P

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